2022 EDSIG Proceedings: Abstract Presentation


Utilizing VR Cybersecurity Escape Rooms for Middle Schoolers to Break Poverty Cycles


Li-Jen Lester
Sam Houston State University

Yaprak Dalat Ward
Fort Hays State University

Chukwuemeka Ihekweazu
Sam Houston State University



While technology continues to act as a mighty force at an unstoppable speed, transforming its user capabilities in an unparalleled manner, it also creates vulnerabilities and immense damage for all involved. Digital scams, data breaches, virtual surveillance, ransomware attacks are a few of the dangers threatening the very existence of organizations and individuals alike. In our day-to-day work such attacks have become the new normal, pushing for bullet proof systems, resulting in an increased demand for more sophisticated cybersecurity professionals with competencies beyond IT.

The significance of this study derived from such threats and tactics and the demand for cybersecurity competencies. The authors plan to develop an engaging Virtual Reality (VR) educational game to expose its participants, in this case a minimum of 10 middle schoolers, to prevent being the cybercrime victim. This project will be implemented in Fall 2022 as part of the Breaking Poverty Cycles Program initiated at a local Trinity River Food Bank (TRFB) in a community in Texas. The reason for selecting VR is based on its numerous benefits ranging from improved cognitive functions to its capabilities as a valuable tool particularly, in training and development, making it a safe and practical alternative.

The plan in using the VR-ENGAGE & Unity Game Engine is to bring awareness in cybercrimes to middle school students who come from families of lower socioeconomic status. The goal in creating an immersive, active, and hands-on learning experience in a virtual environment is not only to develop the middle schoolers’ skills such as problem solving, critical thinking, spatial memory but also to motivate and inspire them for career paths in Science, Technology, Engineering, and Mathematics. The reason for the authors to be working with the food bank, TRFB is the variety of programs they offer. Aside from providing tons of free food per month to more than 520 to less-privileged households in the community, TRFB has been utilizing the available space for free educational programs, ranging from nutrition to health. In fact, TRFB has proposed adding a cybersecurity VR escape room to its programs as a result of the U.S. Department of Defense’s initiative regarding promoting cybersecurity practices at all educational levels.

The purpose of this qualitative study will be to gain a deeper understanding of the progress, interests, intended career paths, and motivation levels of a minimum of 10 middle school students from families with lower socioeconomic status. Data will be collected by means of 1) observing the students before, during and after the activities to determine their progress; 2) interviewing the subjects as a group to investigate perspectives, experiences, motivation levels; 3) interviewing the parents or guardians of these students to determine the benefits of the program. The authors predict that one critical benefit of completing the program would be to get the middle schoolers interested in career paths in cybersecurity leading to breaking poverty cycles.

References:
Kowarski, I. (2022, February 17). How to prepare for a cybersecurity career. U.S. News. https://www.usnews.com/education/best-graduate-schools/articles/how-to-prepare-for-a-cybersecurity-career
Renganayagalu, S.K., Mallam, S.C., & Nazir, S. (2021). Effectiveness of VR head mounted displays in professional training: A systematic review. Technology, Knowledge and Learning, 26, 999-1041.
U.S. Department of Defense (2022). Cybersecurity resource and reference guide. Department of Defense Office of Publication and Security Review. https://dodcio.defense.gov/Portals/0/Documents/Library/CSResourceReferenceGuide.pdf